OP,
What do you think of Yoji Shinkawa as an and his work?
He probably has my favourite artstyle in the industry
What do you think of Yoji Shinkawa as an and his work?
He probably has my favourite artstyle in the industry
Man I'm the same exact situation, I've ALWAYS struggled with color.
Can you please point us to this South Korean artist?
Do you think EA would ever consider bringing Dead Space back and what is their perspective, feeling about that IP. I miss it and want it to come back.
What's your favorite color? I want to make a guess first: Red?
Amirite tho?
I'm an environment artist (finishing up schooling this year)! Could I get some general feedback on my real-time environment work? 🙂My portfolio
Most of the time, when I look at vectorised 2d art, it looks bland and uninspired, something that I never feel when I look at pixel art. Is there something intrinsic to either those approaches that affect the general perception I have when I look at them?
Also, how do you think a 2d Mario sprite in hd should look like?
Such a cool read, thanks OP!
I often read that game engines do not use intuitive tools, you mentioned the "use PS2 tech to make a PS4 game". I always wonder: Aren't there ways to make engines better so that they don't frustrate you as much as a dev? Many things seem to take a looong time. Sometimes too long, right? If everything can be such a chore, why aren't tools improved over time?
Also, have you tried Dreams and what do you think of it?
Thanks :)
These responses are amazing, you should make an autobiography about this profession.
Raging Spaniard Oh man this line got me chortling real hard:
I really appreciate you taking the time to reply to the query with substantive information. I am going to be going through your other responses taking my sweet time. Gracias and good luck with your future projects.
Man, color and volume in art. Can you please-please direct me with this in any way? I've been trying to deal with color for the last 3 years and I just can't. Shape and volume design gradually improved as I practiced more and more, but my color remains horrible, atrocious. No amount of reading about color theory seems to give me any push in the right direction. Most tutorials and videos also appear to be superficial when dealing with color (or plain suck at color too). It really seems like some sort of dark secret in art. Like seriously, I understand the color schemes, importance of volume in driving eye's attention, vectors, 70/30, whatever. But whenever I come to any practice I suck so bad. Some 4 years ago it was the reason why I deleted all of my work and scrapped all of my paintings. I was so pissed off. Thousands of hours wasted. Pretty much gave up. I still remember how, when I was dealing with shape design, the guy that helped me was an artist from 343 who directed me to his teacher from South Korea, who often posted lessons on Facebook which were so much more useful and practical than anything I had read or studied before, it was silly - pretty much made it possible for me to finally advance in my sketches after drawing shit for 1 year. I'm still waiting for something like that in color. No amount of just "continue practicing and studying" seems to cut it. Any advice would be really-really appreciated.
Man I'm the same exact situation, I've ALWAYS struggled with color.
Can you please point us to this South Korean artist?
@RagingSpaniard thanks for making this thread, I'm really digging your insights in the industry. Hope you have a great journey back to Spain soon.
What your favourite engine e.g., UE4, Unity etc in terms of ease of use?
What's your professional opinion on the Dishonored art style?
I only own three artbooks and they're on Dishonored and Prey. I love the art style of their games and I was in awe to see how close the concept art and art design was to the final game and its assets. How hard is it to transfer the art style into the game, or, do you think this requires a very specific workflow?
Not sure if you're still answering questions, but:
I'm 27. Is it too late for me to break into this industry as a newbie? (In general, not art specifically)
With a new generation of consoles on the horizon, is there anything the platform holders can do to make your life easier? Not just hardware, but software, guidelines, technical requirements, something else?
Oh god yeah I hate when some studios go the "sharper always equals better" route.
Worst offender was the first Resident Evil 4 remaster imo. Ok so now everything is sharper, but it lost parts of its atmosphere.
I have read some concerns about artist doing erotic art about the recent policy changes in digital platforms hosting such content. Patreon, Tumblr and another site I don't remember the name. A relevant article:
Patreon continues to crack down on NSFW content creators
Earlier this month, the crowdfunding site Patreon cracked down on its NSFW content policy. It seems the crowdfunding site has now taken a step further.thenextweb.com
As an artist what is your opinion of this and do you worry this could lead to further consequences in artistic freedom and passion?
First and most importantly, I hope you are doing well and I wish you the best in your new role.
What's your opinion on crowdfunding? In an industry wrapped in secrets one of my favorite things about this avenue was/is being able to candidly have an open dialog about the 0-100 process of game development and everything it entails. I learned so much about content creation from these teams and it informed a lot of processes in my own work. How do you feel about its impact on game development discourse, if it has had any? And alongside that, do you prefer the 'indie' style or 'AAA' style divulge of information? I know some creators like to bring the audience alongside them in the creation process but others prefer to only let them see the final work.
Thanks! I'll definitely check it out, making my way through it.It's mostly in Korean. But just by going through the sketches and drawing a lot of very cool stuff is explained. This thing changed everything for me:
https://www.facebook.com/groups/116341985204628/
Wish I had something this profound for color.
WOW Xavier, you delivered above and beyond expectations! Many thanks, I'll definitely put your tips in practice soon.13th Batch
...
Merging these two, this is a big one, haha
It seems like you have gotten enough schooling and, without seeing your work its hard to make an accurate assesment. However, I can share what has worked for me. I made a few images to help illustrate a process Ive used in the past
Lets say I drawthis image, ready to start coloring but I have nooo fucking clue how to start
What I do here is look at other pictures I like and borrow their color scheme! Its ok! Use it to learn and get started, literally color pick the main colors as a place to learn what good colors are
For this, right now Im obsessed with Sara Alfageeh so lets use this awesome piece of hers as a starting place for colors
btw I highly recommend just using one or two brushes, dont go crazy with your brush use, master the basic round brush!
As you can see I picked the key colors and put them in the places where they would fit naturally, thankfully I was right and these are great choices for this piece, then its just a matter of putting some work in and actually paint a bit more. This is just five minutes, Im not gonna repaint this whole thing just for a tutorial lol
As you get more experience, then you start branching out and you make the image your own. This process is great to build your own internal library of colors, learning what to use for highlights, shadows, etc is super important. I also recommend painting with very broad strokes at the beginning, making sure youre zoomed out!
For me, this is how the piece ended up when I originally made it (I didnt reference any colors for this one, btw, the ref before was just as an example)
This is also the advice I always, always give when choosing colors, CHANGE YOUR HUES AS YOU GO DARKER OR BRIGHTER
So yeah, this is just one way to get better. I always advise people to keep their hot and cool contrast in mind. When it comes to value, I suggest having a top layer set to the COLOR layer style and filled in BLACK. With that youll have a perfect grayscale image (do not ever use hue and saturation to check your values, its not accurate!) Its a great way to quickly check your values on the fly
I hope this helps!
Can confirm this.
Also, since 99.9% of your development time is spent working on something that's a complete mess (because once it's not a mess, you ship it), my memories of our games are of them in that broken, not ready-for-primetime state. When I watch someone play one of our games, it stresses me out because I assume it's about to break at any moment. I can only imagine how much more this is the case for games that are made by more than a handful of people.
I have some questions if you're still taking them:
Who are your favourite artists in the industry?
Which artists inspire your work? (can be outside the industry)
Could you share some of the experiences, both achievements and failures
Does the current state of things in the gaming industry made you bitter about gaming and the industry as a whole? Were you ever tempted to quit?
I hear a lot that some devs dont play their own games. Is it true a lot of the time?
OP,
What do you think of Yoji Shinkawa as an and his work?
He probably has my favourite artstyle in the industry
How good are the benefits with EA? You take advantage of stock options?
Um... Is it okay to ask a second question? haha.
If so- sorry if this has already been asked but how did you develop your own style?
For me when it comes to drawing I'm still stuck in that generic anime phase. It's not bad to have an anime-like style but when I look at my art even I go: "Okay but what did I bring to the table?" Been at that phase for about what feels like 10 years now.
Thanks for your insight Raging Spaniard! Very interesting read for sure.
Couple of questions:
Of the games that you've worked on, which are/we're your favorite to play? Any games that you couldn't wait to play while at work or even at home after work?
Sounds like your making a move to Spain. What's your general feeling on the games industry there? Is it bustling or still small? I'm originally from Portugal myself so I always try to buy games from Iberian studios.
Thanks again!
WOW Xavier, you delivered above and beyond expectations! Many thanks, I'll definitely put your tips in practice soon.
A (hopefully) quick one: what do you mean when you say "because the art budget gets used up real fucking quick". How are budgets assigned in a videogame?
Hola Raging Spaniard, thank you answering, it's really interesting. You've talked about remasters and I wanted your your opinion on Lizardcube work? Do you think it's better to change the art direction while trying to retain the atmosphere of the original game if you were doing a remake or a sequel? Wonder Boy: The Dragon's Trap is fantastic and I love what they're doing for Streets of Rage 4.
What type of graphics and or physics/AI can we expect with the new generations of systems launching this year? Post vids or gifs please.
Thanks and good luck (:
Anime is not a style, I think you already know this.
You gotta look at your sources of inspiration. Then you gotta look at your training. Your style will emerge from mixing the two
Even then, I dont have -one- style, look at my portfolio and you will see its very varied! You dont have to worry about it so much, just draw what you are passionate about, build a large library of visual imagery and always work on your fundamentals, your style should develop natively from there
That being said, if you feel like youre stuck in a rut its probably because you draw the same thing all the time. Try copying a different kind of artist that you like and see if you can replicate their style! Focus on drawing from life for a few months and see what your weakest areas are, maybe its hands or feet? A style is really a stylization of realism so its wholly dependent on how good your fundamentals are. In Japan, most manga creators are master craftsmen first, having done hardcore anatomy training, then, when they mix it with their own taste is how they develop a unique look.
For me, I grew up in Spain with European graphic novels but also while watching anime and reading Marvel comics so I have a natural mix of all three kind of built-in
getting into game dev changes your perspective on things no matter where you were at before, like holy fucking shit.Just how fucking impossible it is to get anything to work and not break the entire game. Even fucking FLOOR TILES are annoying as fuck to implement. Seriously, every game out there is held together by pins and needles and was probably crashing every ten seconds a week before release. Most "why didnt they do this?" question in most game discussion threads are things we probably already tried and couldn't do for a variety of reasons, most of them being "well if we did that wed have to redo everything else, which would then break everything, which would then ..." etc etc
Yall dont even realize just HOW MANY game breaking bugs are in EVERY GAME YOU PLAY. People bitching about bugs and QA really make me sad because you have no idea just how many bugs were found AND fixed before a release. The amount of crunch and hard work those guys and gals go through is unbelievable and yet they receive most of the blame. Remember, QA's job is to find bugs, not to fix them ... and if they dont get fixed is because theres even higher priority things to fix by the actual dev team
irl when people find out Im a game dev they become friendly and will then sometimes blurt out dumb shit like "Uncharted 3 sucked" only for me to verbally slap them. No, those people are fucking wizards and anything they do (outside of crunch) doest not, in fact, suck. Its such an insult to everyone who works in gamedev who doesnt work for Naughty Dog to be told that cause fuck, man, if THEY suck, then you must really not respect me cause Im nowhere near good enough to EVER work for ND. You know what sucks? Most games that get cancelled and never release, or most of the shovelware that comes out on the iOS store every day. Lack of perspective really gets to me
Great answer, I get it now. Makes total sense when you explain it this way. Really, really, REALLY makes you see each and every game I've played in a different perspective, as some sort of small miracle.hink of it this way, depending on the kind of game youre making, there will be a limit of things you can put on-screen before the engine or codebase goes "thats enough, im dying" thats your budget and, just like allocating items in your Resident Evil inventory, theres a finite amount of shit you can fit in there.
You want realtime lighting? OK, but it takes a large chunk of processing power. Oh, you want 20 characters in screen? well we can no longer light them in real time, so pick one. Oh, you want depth of field? If we add it now, it'll just crash the game, the systems werent build with something that would blur the items in real time, maybe we can fake it with blurry textures? Ok but a blurry texture may take too much of our texture budget. Texture budget? what if I lowered the resolution of the characters by half? Yeah maybe but now we cant have closeups of the characters because they look like shit ... mmm, well maybe we make some room in the budget by simplifying our shadows. What do you mean? Oh, our shadows are actually a duplicate of the mesh with a back texture and scaled down on y. Wait, so were basically showing each character twice? Yep. So, instead of 20 characters on screen WE HAVE FORTY? Yep. WTF??? Hey man, it looks good, you want blob shadows instead? No. Ah ok then, maybe we can lower the density of thew shadows and see if they look ok. Yes pls, do that....
Those are real conversations that happen inside a studio. The budget in mobile is set to the lowest common denominator device you support so eventhough the iPhone 11 is fucking sweet you have to make sure that the game runs on some shitty Android phone because they still account for 30% of the money we make and we cant start making separate graphic settings per phone, it would add way too much overtime for the team. We constantly think about what we can add, what we can cut, what we can improve all while making the game at the same time. Its very, very difficult to make broad changes specially once you have shipped a game, too!
I know it's not a style but I think saying that gives a certain impression in a lot of peoples mind of someone's art. But I digress.
Lots of good advice.
between scrum master and scrum product owner, which certification would enhance a profile, when applying for production coordinator/entry level producer project manager roles in the industry, thanks in advance for your response sir!
getting into game dev changes your perspective on things no matter where you were at before, like holy fucking shit.
why is this broken? i dunno
how did you fix it? I have no idea just please dont touch anything...dont even breathe *angry C# noises in the background*
did you try this and this? yea like 3 dozen different ways please trust me, it didnt work
How titles like Gears, Uncharterd...fucking Witcher 3 come together is just incredible.
Do you like Star Wars? I have no idea if your work as I haven't played any EA Star Wars game. Just curious.
I have absolutely no artistic skill. Just like that dev who posted on here earlier about wanting to learn music, I'd like to learn how to be an artist even in a limited capacity. I'm still working from home do I don't have as much time unfortunately. Not that I'm complaining.
But...any tips?
Also I love your Chrono Trigger. Would love to see your female take with a Mohawk though!
Great answer, I get it now. Makes total sense when you explain it this way. Really, really, REALLY makes you see each and every game I've played in a different perspective, as some sort of small miracle.
I thought you were talking about budget in a monetary way, and was trying to wrap my head around the concept of "having X amount of money to make art; each character is Y dollars so we can only have a certain amount"... And couldn't even fathom how studios (not indies / freelancers, of course) create games this way.
If you still feel like answering, here's another one: Have you ever worked on a project with a specific "we can't spend more than X dollars / Y months on this or else it won't be profitable"?
how did it feel working for a game that is exploiting vulnerable people?
15th Batch
Ive seen a lot more people showcase their Scrum Master titles around. Its definitely useful when applying because we do discuss how much experience or knowledge a manager has with agile development tools and its not like you can show a portfolio to show how awesome you are.
I would love to read them! Nothing can beat the Iwata Asks archive, though
That's exactly the vibe I was thinking of when reading this thread.
A thought that crossed my mind is if EA is such a great company to work at and everyone is cool there, why is their output so abysmal and why do they put out so many blunders that damage their reputation?
How do you usually spend vacation time?
Also, isn't it exhausting learning a new work environment over and over again? I'm curious as to why you'd change studios rather than move up in one or even start one?
Not gonna turn these into a batch as the thread is winding down. Thank you all so much for your questions, its been a really fun couple of days!
Well, being very nice and being very good to your employees doesnt have to mean you make all the right decisions about making games, lol Plenty of amazing games are made by horrible people in horrible circumstances, obviously youd like the best environment to make the best games but the two barely ever correlate
Also, if EA's output was abysmal and they put out "so many blunders" the company wouldnt be thriving like it is, dont be like that